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Cheryl Lau , just to clarify does the set Pivot operation allow to change the first edge in a Dynamic shape then? Thanks A
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06-18-2020
01:50 AM
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Hi Cheryl Thanks! Makes sense now. So if I understand correctly these attributes are only created when Lots are not dynamic then and there is no way to do a similar thing for Dynamic lots, correct? To query the streetWidth list of a dynamic shape. A.
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06-17-2020
08:15 AM
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It woud be fantastic to be able to peorform a Unitize UVs CGA operation like in Maya, even if only for shapes with 4 vertices. So basically you take a 4 vertices face and its UVs are repositioned so to be a exact UV square. It would allow to do great things in combination with the InsertAlongUvs command, like allowing any asset to be warped into place exactly on any non rectangular 4 vertices face. For unitize operation I mean a command that: Re-positions the UVs of the selected faces on the boundary of the 0 to 1 UV texture space as they appear in the UV Texture Editor. Basically a "rectify and squarize UVs" option.
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06-16-2020
03:48 AM
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It woud be fantastic to be able to peorform a Unitize UVs CGA operation like in Maya, even if only for shapes with 4 vertices. It would allow to do great things in combination with the InsertAlongUvs command, like allowing any asset to be warped into place exactly on any non rectangular 4 vertices face. For unitize operation I mean a command that: Re-positions the UVs of the selected faces on the boundary of the 0 to 1 UV texture space as they appear in the UV Texture Editor. Basically a "rectify and squarize UVs" option. Simon Haegler Cheryl Lau what do you think?
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06-15-2020
01:21 AM
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Hi Is there a way to use the split operation to remove the entry and exit parts of a street and keep the portion which has the regular street width? some variation of split(u, uvSpace, 0) Here Street and intersection shape UV—ArcGIS CityEngine Resources | Documentation the docs says that : The central region of the geometry is normalized along its length from 0 to 1, and across its width by 0 to the number of lanes. The entry and exit of a street shape are parameterized to blend with the central region. For example the entry (above, blue) and exit (green) u-values are oriented and scaled to match the central region (red). The entry has negative U values, and the exit has U values greater than 1. How can I say, "cut everything with UVs which are out of the 0,1 range? Cheryl Lau, Simon Haegler any idea? Thanks A
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06-14-2020
07:02 PM
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Hi all Say you have a lot which you have subdivided in several minilots using CGA attributes. All minilots belong to the same shape. All minilots are extruded upward and their vertical facades are separated with split comp. Is it possible to use the new function edgeAttr.getFloat(attributeName) to sample the streetWidth Object Attribute of each miniLot facade? To add extra complexity, all the streets are curved, not straight, so there are not 1 single street value per side, but several. Simon Haegler , Cheryl Lau, any idea? Thanks A
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06-13-2020
08:13 AM
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Thanks Cheryl, I did not think about this method I am surely going to implement it in all the similar cases. I was wondering though, since I have several other cases of occlusion queries not working as they should when they are "intersecting" with geometries derived from other conditional rules, if you could help me to understand why the query is not working. Is it because of the "2 passes generation process"? Many thanks A
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05-08-2019
02:22 AM
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Hi all. I have a question I have been trying to solve for a while, shown in the images here below. If anyone can give me a tip on how to proceed I would be grateful. Thanks A PS: Ideally it would be great for a similar command to be added to the insert operation (something like "keepProportions,alignPosition") in future releases .
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03-18-2019
07:00 AM
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What kind of complex CGA would make it possible while keeping it dynamic? The 'Dynamic City Layouts' toolset is super limited, but it's the only way I know of that calculates the Streets Edges automatically, sadly. If I do it in CGA, all the final lot shapes share the same street edge of the original block instead of having their own dedicated one (lots in the center of the block should not have a street edge). It would be SO awesome to be able to have more control on the Dynamic subdividsub of blocks into lots, something where you can specify the percentage of occurrence of big lots, medium and small lots.. Right now you can make the lots less regular in size, but big and small lots appear at random and in a even number, while it is quite more probable that there are a few giant buildings and many small houses.
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03-16-2019
09:39 AM
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Hi all! I am having a lot of troubles in making Occlusion queries work correctly. I guess I am doing something wrong, but the help guide is a bit cryptic at times. An example: I have the top plane of a building. On this I want to create both a Roof AND a chimney stack. The type of roof is decided by a stochastic attribute used into a Conditional rule. attr RoofHeight = rand (3,7) attr RoofType = 50%: "CustomRoof" 20%: "PyramidRoof" else: "HipRoof" #-------------------------------------------------------------------------------- BuildingTop--> set(BuildingLenght,scope.sx) set(BuildingDepth,scope.sz) RoofCreation ChimneyStackCreation #-------------------------------------------------------------------------------- RoofCreation--> case RoofType== "CustomRoof": roofGable (byHeight, RoofHeight) i (CustomRoof) label ("roofVolume") RoofComp case RoofType== "PyramidRoof": roofPyramid (byHeight, RoofHeight) label ("roofVolume") RoofComp else: roofHip (byHeight, RoofHeight) label ("roofVolume") RoofComp RoofComp--> comp (f){bottom: NIL| all: RoofExtrude} RoofExtrude --> extrude (vertex.normal,0.1) label ("roofVolume") #-------------------------------------------------------------------------------- The Chimneystack is basically a box create at random on the top surface of the building. The problem is that this cube does not know how tall it should be to poke out from the roof. Therefore I want this Chimneystack to be pushed upward until it intersects the roof shape with a conditional parametrized rule. Then i can continue building on this base knowing it is tall enough for the rest. #-------------------------------------------------------------------------------- ChimneyStackCreation--> primitiveCube(1,2,0.3) t(rand(0,BuildingLenght-scope.sx),0, rand(0,BuildingDepth-scope.sz)) ChimneyYPlacement (0) ChimneyYPlacement(n)--> case !inside (intra, "roofVolume") || n==20: ChimneyTexture else: t(0,0.5,0) ChimneyYPlacement (n+1) #-------------------------------------------------------------------------------- Problem is.. lt does not work The ChimneyStack does not see the roof volume and it is pushed up until n=20, so up to 10 m where it is floating in the air. Can anybody help me understand what am I doing wrong. I have many of these procedures in my rules and I can not seem to understand what make occlusion queries tick. Is it because I comp the Roof shape and remove its bottom faces? I do create a "RoofVolume" label right before though. And even after, when I am extruding the roof planes.. Isn't this enough? Any help will be greatly appreciated Thanks A
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03-15-2019
12:28 PM
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I was seriously thinking about learning Houdini This might really be the right motivator. Thanks!
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11-07-2018
09:51 AM
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Hi Simon. Thanks for the information I don't know how to script sadly, my technical knowledge starts and ends with CGA. I might have hit a wall here 😕 It is a pity because FBX is just terrible as a format. Since now Arnold is Maya default render it would be extremely useful for the future iterations to consider a tutorial and a script like the vray one provided in the help files. It would go together with my suggestion for a general PBR upgrade (new uvsets for rougness and metallic and height maps) Thanks for all the help A
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11-07-2018
09:39 AM
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Hi Simon. This is great news! This workflow is mainly designed for large VFX production scenes or high-end architectural visualization. I have a very very large scene so this is great actually! In theory one could write a script to extract the textures from the Alembic file and attach it to the Maya OpenGL preview materials, but this is quite involved. This is not necessary, I only care for the final render. One thing I need to do though is replace all materials that are automatically set as Phong (outdated) with a Arnold standard material which follows energy conservation and allows easy PBR. I did make a test, and exported a single block in abc format from Esri. I imported it in Maya (drag and dropped it in the scene) and I tried to render it in Arnold but it shows only a white default Lambert Shader in the Arnold render view. In the Hypershade there are no Materials only the basic Lambert1. Would you be able to tell me what I am doing wrong? Maybe there is a specific workflow and I am not aware of or something I am doing wrong. Any guidance will be of help. Many thanks for your assistance. A
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11-07-2018
08:26 AM
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Thanks! Ideally it is two different separsed problems: - separating surfaces into shells accordingly to their normals independently by the number of faces. - splitting geometries by continuity, like the 2 front faces of a O shaped building (external front and internal front) independently by the number of faces. Having these two extra operations should cover all situations
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11-03-2018
11:44 AM
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2 | 09-13-2018 03:56 AM |